Tools
Where My Day Went
Slice your 24 hours step by step and see what is left
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APP NAME Where My Day Went APP IDEA A guided, scrolling essay that asks the user a handful of questions about their day and, after each answer, redraws their schedule bar with another slice cut out of it. CORE EXPERIENCE The app opens directly into the opening paragraphs, which point out that after about seven hours of sleep there should still be seventeen hours in a day, and ask whether the day really feels that long. Below that, the first control appears: three sliders for hours at work or school, hours at home, and hours sleeping. INTERACTION AND STATE The experience is a single downward flow of eight steps, each one a short piece of copy followed by one control, and after each control a re-rendered horizontal schedule bar showing the day split into labelled coloured segments. Step one is the three sliders. Then in order: morning routine length, lunch length, dinner length, commute time, how often the phone gets checked, and how long it takes to switch tasks. Each answer removes more from the bar: the phone-check step cuts the bar into many thin white slivers and states how many pieces the day is now in; the task-switching step removes warm-up time after every switch including after every distraction. Between the steps there is a short list of other common distractions, presented as plain items, not as a control. The flow ends with a two-row comparison of the work the user thinks they are doing versus what they are actually getting done, and a closing passage. All state is local and the bar always re-renders from the current answers. VISUAL AND CONTENT DIRECTION Clean light page, one narrow reading column, generous paragraph spacing, and one wide horizontal schedule bar that is re-drawn after each step with clearly labelled coloured segments in a muted palette. Controls are simple native-feeling sliders and small option rows. The final comparison uses two stacked bars of different lengths with hour labels. OUTCOME A final side-by-side of intended versus actual productive hours, with the fully sliced schedule bar above it. ONE-SENTENCE INSTRUCTION Answer each question about your day and watch your schedule get cut into smaller pieces. TASK-SPECIFIC REQUIREMENTS The written passages carry this experience, so write them in full, in the same wry, second-person voice, for both locales. Do not compress the flow into a single form; each step must appear after its own paragraph and be followed by an updated bar. The distraction list must include checking email, snacks, a co-worker interrupting, marketing calls, video spirals, a pet, aimless pacing, and an existential crisis. Server-render determinism: do not call Date.now(), new Date() or Math.random() during initial render. Read the clock and generate randomness only inside client effects, and hard-code the default locale to English rather than detecting navigator.language, so first paint is identical on server and client and never produces a hydration mismatch. REPLICATION SCOPE This specification is a faithful rebuild of an existing reference experience, described here in full. Reproduce it as closely as the platform allows. Must be reproduced exactly: the complete content inventory listed above with its exact ordering and wording, the mechanic and its state transitions, the copy voice, the visual structure and the overall pacing. Do not add levels, items, scoring, achievements, timers, onboarding or extra features that are not described here. Do not drop or abbreviate any listed content. Acceptable platform adaptations, and only these: touch input in place of mouse input; layout reflow for a phone-sized portrait host; the bilingual layer, the one-sentence instruction and the result/Replay/Share affordances required below; and host safe-area insets. Everything else stays as specified. All content must be self-contained. Do not call any external API, data service, map, media or image service at runtime; every dataset, table, constant and asset this app needs must live inside the project. IMPLEMENTATION INSTRUCTIONS Treat this specification as the final implementation brief and build the complete app now. Open directly into the live app experience. Do not add a splash screen, opening cover, welcome page or separate onboarding flow. Include exactly one concise sentence that explains how to play or use the app. Use the sentence provided under ONE-SENTENCE INSTRUCTION. Show it inside the live app interface, not on a separate opening screen. Internationalization is required. Implement a lightweight built-in i18n layer supporting exactly two locales: English (en) and Simplified Chinese (zh). The app must always open in English and must never auto-detect or follow the browser, device or system language. Provide one clear EN / 中文 language toggle. Every user-facing string, including the one-sentence instruction and all loading, empty, success, error and result states, must have complete English and Chinese versions. Switching languages must update the entire interface without mixed-language text or untranslated fallback strings. Let Eazo adapt the app to its actual host and available viewport. Do not hard-code or target a particular browser size, device size, viewport width or height, App frame size, root-height formula, or host-container CSS implementation. In the live preview, keep the current primary action easy to discover and usable without requiring an initial downward scroll; avoid horizontal overflow and avoid decorative layers blocking required controls. Optional detail may scroll. Keep active media and secondary copy compact enough that the next action remains visible. In result states, show the summary plus Replay and Share before optional detail. Do not eagerly render a large collection of full-size result images in one long page; use a compact summary, carousel, pagination, expansion, or virtualization. Use accessible touch targets. Respect the host safe areas for iPhone notches, Dynamic Island, the status bar and the bottom home indicator in the initial implementation, before the first preview. Apply the safe-area treatment to the App's entire usable content region across the live flow, result, modal, empty and error states, not only to the first header. Keep the header, language toggle, primary controls and result actions entirely inside the usable safe area. In the standard Eazo mobile host, use `padding-top: max(56px, env(safe-area-inset-top, 0px))` and `padding-bottom: max(34px, env(safe-area-inset-bottom, 0px))`, or Eazo's current official safe-area equivalent. If the header or action footer is sticky or fixed, include the matching inset in that region and reserve content clearance so it does not overlap the scrollable body. These are safe-area insets only, not fixed viewport or App-frame dimensions; continue to let Eazo adapt the overall width and height. Make sure flex children can shrink inside the remaining usable area and that required controls are not covered or pushed off screen. Use Eazo's built-in defaults and official platform capabilities. Do not add unrelated features or expand the scope beyond this specification. When implementation is complete, provide a working preview for QA.